"From the outer darkness we came, to stick our sword into your heart!"

Monday 28 February 2011

Blood and Glory - The lights and shadows of this idea

Back after a hard week of study for university exams and going to discuss about the new idea thrown in by Sil on forums about the new ruleset temporarily called "The Blood and Glory".
My reaction about this new went through 2 different phases, i switched from an excited feeling to a more critical overview of the thing.
Truth be said, I believe that the idea behind this proposal it's quite good and can represent a great mean to satisfy (partially) the PvP needs of the AoC community which have been lately frustrated and twisted, especially with the latest revamps and the introduction of the Shrines of Bori, Bori is a game mechanics that i personally don't like, but I'm doing that every now and then, and not on a regular basis because it represent the only way to obtain easily and fast what you won't obtain easily and fast with all the other PvP mechanics.
This is a truth.
Creating a reserved ruleset for a PvP only server without guards is a good idea, will prevent the chicken run to guards in the pvp zones and should at least on the paper give a boost to the "Group PvP", it will allow you to finally GROUP UP WITH YOUR FRIENDS feature, this one, that has been removed with the latest patch, choice that one that I consider honestly unbelievable.
Many sarcastic posts proposed to remove grouping from PvE as well, and even if it is obviously absurd, the sarcasm behind these posts clearly draws how much this choice has been unfamous.
Back on topic anyway, this idea could work, thinking about it I really believe it would be a serious challenge to live in a world where only your friends and your effective skill will be your shield against the deaths, even though there are some indents that are in need to be consdiered.

On a general point, the hardest concerns are related to the class balance, the class system as it is now is impronted to a great advantage of some classes against some other, developing a new pvp reserved enviroment without providing everybody with the same tools it's a foulish idea, classes gimped to oblivion will never have the upper hand against a zerg of godmodes classes.
I can foresee a server full of Guardian, Rangers and Assassins and Necros with pets.
Who's gonna roll an healer or a HoX or a Demo in a server where the vast majority of the classes can shot you with a simple 1 click combo?
This point should not be underestimated.
Another big issue is related with the AA system, this new ruleset is supposed to be PvP oriented, so Prowess and Expertise should be our bread, how can we manage to obtain enough points to be on pair with all the time spent, since one year till today, on the live server to boost our perks?
How many will be available to redo the grind from 0?
How are they going to address this issue?
These are all big questions.

The gear is another issue, on this server, I personally expect to not be forced to do PvE to get enough gear to do PvP, so how am I supposed to gather enough equipment to be competitive?
How will gear effect the Blood and Glory ruleset?
Simply if it stays as it is now, it will be a big no-no, AoC is actually too much gear dependent, you can be skilled as you want, if your enemy has a better equip than you do, you are dead. Period and full stop.

Bori chapter. FunCom did a great thing here, they opened a poll asking their players to expose their opinion on Bori, should it be available or not?
Bori has been declared as one of the better introduction of this game, it was surprising for me to see the partial results of the votes.
Last time I checked, on a basis of 300 voting guys 290 voted "No, it should not be present" only 10 voted "Yes it should be present".
What does it mean?
It means that the community dislikes Bori, and that the community is aiming at a REAL pvp content, which Bori clearly isn't.
This means of course from my point of view that the community is acting to prevent the creation of 1 big guild that will own the zone forever completely preventing all the others to go there.
Fury is an example of this, according with my information.

As Silirrion said, this will be a fresh start, you'll be able to have only one character there and no transfers will be allowed.
This is partially a good idea.
Partially why? Because rerolling from 0 means that you will lose all the progression you earned in one year of expansion, specifically all the perks, this is good on the other side because it will bring you back on pair with all the rest (who exploited the AA and who is far behind the others) of the players, but... how many will really consider an option to be forced to develop the AA from 0 again?
Many are honestly not willing, and Sil said that AA system won't be removed from the game, so this is almost a dead end road, but it should not be ignored.

Beside all these points I think the idea behind this proposal is good, what will make the difference for it being a huge success or the epic and ultimate fail for this game is the development that there will be behind it.
They should boost the actual content (read sieges and world objectives in general) before releasing this new content, they should work on balance and revamp all those classes that are now far beyond all the others (no i'm not exclusively referring at the HoX, we're not alone even if we are probably in the worst position), and address all the game related issues of lag, bugs, exploits.

Only after all those measures they will be ready to release this new content, hopefully they will seriously listen to the playerbase opinion on this matter.

We will see what will happen, for sure i will test it on TestLive servers if and when it will be released.

Stay tuned!


Arcalimon

Wednesday 16 February 2011

[Prince of Terror] How does it work?

Hi guys, I finally managed to obtain this perk and I was running around yesterday with it in minigame to test it.
First of all a little description of what it does:
Prince of Terror:
+89 Magic Damage (Fire)
+375 Protection (Fire)
+66% Weapon Damage (Fire)
Duration: 15 Seconds
Casting Time: Instant
Cooldown: 60 seconds
Chance on Damage, Spiritual Wrack (-10% Holy and Unholy damage) 200 proc per minute
Switches the damage type of the combo from fire to Unholy and improves the BtD combo with an increased chance of critical damage for the DoT.

This is the description of the skill itself I would like (try at least) to go a bit more in detail about what a HoX may lose/gain from removing RSoX to use PoT.
This is very depending on the setup of perks and equip you have so I will give you my example so you can do your calculations on a solid numerical basis.
I'm running around with a most classical Possession/General, 56/23, using in PvP Chest, Legs and Helm from T1 PvP set, boots and belt from PvP minigame set, 2x Dreamer's Keepsake, pvp5 Cloak, pvp5 necklace, pvp5 sword, t2 wrist and t3 shoulders and gloves, PvP level 5 with T3 BK.
My original setup was: Chromatic Warding (3), Decisive Strike (4), Will of the Sublime (4), Ethereal Escape (4), Red Shadow of Xotli.
My stats: 340 strenght and 230 Intelligence without RSoX and 440 strenght and 330 Intelligence with the passive boost of RSoX.
Resistances; passive resistances from AA at 2, beside Electrical which is at 3.
With this set up my PvP magic damage was at 1055 Bonus spell damage fire, with resistances between a minimum value of 28% up to a max value of 31.5%.

It's quite clear that removing RSoX it's putting our magic damage down to Oblivion, in fact as soon as i removed RSoX I notice my pvp magic damage fell under 1000.
It's obvious that this gap will be increased while under Desecrating Essence, given that without RSoX we will lose our massive stat increase.

Now my actual setup with PoT:
Build: it's the same Poss/Gen I actually don't find doable a switch to an Avatar/Poss or Poss/Avatar, General tree still gives us more than Avatar does.
Perk setup: Field of War (pvp perk at 2 points, being trained at 3), Decisive Strike (4), Will of the Sublime (4), Ethereal Escape (4), Prince of Terror
Equip: the very same described before.
Stats: Strenght 340, Intelligence 230, PvP Bonus spell damage 1033, Resistances between a lowest value of 26.7% up to a highest value of 28%.

Little overview: I'm standing above 25% of magical resistances, admittedly the difference between 26% and 28% it's probably not that much, the magic damage it's only 22 points below the average I had in a normal form with RSoX so it's highly acceptable from my point of view (soon i'll have field of war at rank 3 so i will go on pair probably), yes of course while in form the gap will be present but on the overall this setup from my point of view fills the gap existing due to the absence of RSoX, and more than this, honestly a possession HoX does not rely that much on remaining under Desecrating Essence for a long time, that's more an Avatar feature.

Test during fights:
Ok then, now let's come to the real test.
Prince of Terror being an instant cast spell it's extremely dynamic, it can be used whenever you want, immediately giving you a good burst of damage.
I'm actually not suffering from the absence of RSoX, and the damage output it's pretty much the same, what is nice is that Pillar of Infernal Flames has a huge benefit from this perk, boost to magic damage, boost to melee damage, auto-debuffing, switch to unholy damage, it works great.
We should also consider that PoT and Exultation of Xotli can be applied together, this will then result in a nice situation:
90% + 66% = 146% melee damage istantly for a lenght of some seconds resulting in a good burst of damage, let's just consider that my melee dps goes up from 209 to 290 only with the +66% of melee boost!
For example, yesterday I managed to land a BtD for 800 melee damage for each hit plus a boosted dot at 700 on a soldier.

Conclusion:
Prince of Terror has impressed me, it's a perk that can be used in many situation and grants you a good boost, used properly and cycled with other skills like Demon Maw, Tome of Erlik, Desecrating Essence will allow you to have a boosted damage pretty much for the whole duration of the fight.
Anyhow the differences between PoT and RSoX are really not so deep to allow me to say that one is better than another, I'm strongly convinced that is more a matter of personal tastes and gameplay.

So even if I do believe I will hang on with PoT for a while, my suggestion for you is: Try it out, make tests, make experiments!
Hopefully my numbers posted above will help you a bit to understand what are we talking about

Catch you around!

Arcalimon

[Note: Thanks to Kayava, Igramul and Kelvar who helped me about this topic]

Monday 7 February 2011

[Dreamworld Engine] Another look at the new engine

Out of interest i logged back on the TL server to verify how was the development going, especially to verify the performances of the engine after the deactivation of the AA feature.

I was still very impressed by the test I made a couple of weeks ago, the system was smooth and the detail level was very impressive, on the average the FPS were good.

I saw many posts full of concerns here and there and it's understandable, the fear to have another beta content released on live with the followup of bugs, instability, crashes and whatever, but I must admit that even without the AA feature activated the result is pretty awesome.

First of all as usual my rig:

Intel i5 - 750 overclocked @ 3.2 GhZ
GeForce GTX 570
4 GB Ram DDR3
OS Windows 7 - 64bit


I noticed a great difference in terms of mere fps numbers, in Chosain Province the amount of FPS increased from 30 to almost 60, the overall quality seems unmodified, the surrounding is astonishing, detailed and the light/shadow management is still great.

Being entirely honest I didn't noticed any big difference between my first test and my latest test, if not for a strong increase in FPS in full DX 10 settings, which is encouraging.


If in the graphical section I dare to say that there's nothing to report (and that's a good thing from my point of view) it's a different story for the Client side.

Loadings are extremely slow and tricky, especially when you are zoning from an "Old" zone to a Kithai zone, it will take quite a while to load the area and to let you play, also, even if apparently the loading is completed as soon as you spawn in a zone you will notice NPCS and surrounding being loaded while you move.
This of course creates some issues and some mini freezes on the screen as well as major lag spikes sometimes (but not often) resulting in a crash.

Of course this has been reported on TL forums, and community is waiting for an answer to this.

Beside those client issues I'm still convinced that the development of the Dreamworld Engine is going in the right direction, and i'm still convinced it will be really appreciated when it will hit the Live Server.

I do also agree with their choice of removing AA from the client as soon as they noticed it was not performing correctly with the client.


On the downside of this thread I have to mention the fact that multithreading is not being treated in this update series (2.1) and it's not considered a focus for the staff, things this that is making me quite disappointed, in 2011 a game like AoC should manage properly the multithreading to allow a better approach to its astonishing graphics.

Patch notes on TL forums are also including a large list of fixes and tweaks to some issues in game, rebalance of some elements on the PvP side (especially about the new minigame Jhebbal Sag), and on the overall appears to be a good "starting point".

I'm still hoping that in the future we will se some more balance between classes with some more revamp hitting the ground especially for our belove and forgotten class.


That's it for today!

Till the next blog entry then!



Arcalimon




P.S.: Some screenshots taken from Khemi, enjoy!